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voxelotl-engine/Sources/Voxelotl/Game.swift

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import simd
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import Foundation
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struct Box {
var geometry: AABB
var color: Color<Float16> = .white
}
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struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: Color<Float16>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: Color<Float16> = .white
) {
self.position = position
self.scale = scale
self.rotation = rotation
self.color = color
}
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}
class Game: GameDelegate {
private var fpsCalculator = FPSCalculator()
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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var player = Player()
var projection: matrix_float4x4 = .identity
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var boxes: [Box] = []
var chunk = Chunk(position: .zero)
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init() {
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player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
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player.rotation = .init(.pi, 0)
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let options: [BlockType] = [
.air,
.solid(.blue),
.air,
.solid(.red),
.air,
.solid(.green),
.air,
.solid(.white),
.air,
.solid(.cyan),
.air,
.solid(.yellow),
.air,
.solid(.magenta),
.air,
]
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chunk.fill(allBy: { options[Int(arc4random_uniform(UInt32(options.count)))] })
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}
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func fixedUpdate(_ time: GameTime) {
}
func update(_ time: GameTime) {
fpsCalculator.frame(deltaTime: time.delta) { fps in
print("FPS: \(fps)")
}
let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
if let pad = GameController.current?.state {
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// Delete block underneath player
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if pad.pressed(.south) {
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chunk.setBlockInternally(at: SIMD3(player.position + .down * 0.2), type: .air)
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}
// Player reset
if pad.pressed(.back) {
player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
player.velocity = .zero
player.rotation = .init(.pi, 0)
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}
}
boxes = []
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chunk.forEach { position, block in
if block.type == .air {
return
}
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if case let .solid(color) = block.type {
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boxes.append(Box(
geometry: .fromUnitCube(position: SIMD3<Float>(position) + 0.5, scale: .init(repeating: 0.5)),
color: color))
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}
}
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player.update(deltaTime: deltaTime, boxes: boxes)
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camera.position = player.eyePosition
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camera.rotation = player.eyeRotation
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}
func draw(_ renderer: Renderer, _ time: GameTime) {
let totalTime = Float(time.total.asFloat)
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let cubeSpeedMul: Float = 0.1
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var instances: [Instance] = boxes.map {
Instance(
position: $0.geometry.center,
scale: $0.geometry.size * 0.5,
color: $0.color)
}
instances.append(
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Instance(
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position: .init(0, sin(totalTime * 1.5 * cubeSpeedMul) * 0.5, 0) * 2,
scale: .init(repeating: 0.5),
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rotation: .init(angle: totalTime * 3.0 * cubeSpeedMul, axis: .init(0, 1, 0)),
color: .init(r: 0.5, g: 0.5, b: 1).linear))
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renderer.batch(instances: instances, camera: self.camera)
}
func resize(_ size: Size<Int>) {
self.camera.setSize(size)
}
}